Mumblecore

Pyreis the best game about strange rituals and fantasy sports ever. Sure, it’s not exactly the most crowded market, but I can’t get over how cool Supergiant’s latest game is. It’s full of interesting characters with solid writing, astounding art, and plenty of hot slam dunks. For lack of a better term,Pyreis lit.

Developer Supergiant Games is no slouch when it comes to worldbuilding. The studio’s previous work onBastionandTransistorfeatured settings and characters that brimmed with personality.Pyre‘s more of the same. Despite being set in a wasteland full of society’s dregs and outcasts, it’s awash with high contrast colors and likable rogues. Its locations feel realized and complete.

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And a big part of that authenticity stems from thePyre‘s fictional language. It’s a bizarre dialect that sounds both familiar and foreign at the same time. There’s a good reason for that, too. Supergiant’s Greg Kasavin recently took to the game’s Steam Community to discuss the process of bringing Pyre’s fictionalSahrianlanguage to life.

“It’s meant to sound authentic, vaguely familiar and old,” Kasavin wrote, “it’s the common language of the gameworld.”

The ghost at the end of the hallway

Kasavin also points out that English, while present inPyre, is a forbidden language. It’s older than Sahrian, and mostly forgotten or whispered in by a select few.

“The purpose of Sahrian is to provide texture and personality to all the characters you meet,” Kasavin continues before detailing the real-world influences on the language. “[It’s] chiefly inspired by Latin but also other Romance languages; I then pepper in other ingredients from Russian and Japanese because I’m familiar with those languages and like the sounds of them.”

Picking up the smiley face post-it off the broken mirror

Later in the post, Kasavin comments on the intricacies of Sahrian, like how every sentence in the language has an English counterpart, and that numerous characters inPyrespeak a different “dialect” that aligns with their background.

The whole process is an astounding example of attention to detail that speaks to the studio’s unending efforts when it comes to creating “real” fantasy worlds.

John and Molly sitting on the park bench

Close up shot of Marissa Marcel starring in Ambrosio

Kukrushka sitting in a meadow

Lightkeeper pointing his firearm overlapped against the lighthouse background

Overseer looking over the balcony in opening cutscene of Funeralopolis

Edited image of Super Imposter looking through window in No I’m not a Human demo cutscene with thin man and FEMA inside the house

Looking at the ghost of Jackie inside the lighthouse